In the wake of Knights of the Night finishing their one-shot adventure, I have come to following conclusions about Numenera.
Setting
wise, Numenera persists in being very unique and open for use to set a
variety of campaigns. You could be playing the peacekeepers of the
mostly stable and just realms in the Steadfast, on the borders defending
the frontier from encroaching barbarians from the Beyond, or you could
be one of the people in the strife and conflict beset Beyond trying to
eke out a life. There vagueness of the setting's history allows for a
lot of hooks to prior ages as decided by the players. I have in mind a
current desire to play a Cthulhu-tech game followed later by a Numenera
game in which the players find ancient monuments or signs of their CT
characters.
That said. The setting is the primary draw of this
game. There is a class of games that I purchase not for the system but
the setting. One example of such would be Palladium's Nightbane setting
which has a wonderfully delicious mythology going for it even if you
ignore the overall Palladium multiverse. I should note that I have also
purchased Heroes Unlimited and other Palladium books purely for idea
generation. Likewise the next time I run the Scion setting will likely
not use the Scion system. Numenera has now joined these ranks.
Matched with the lovely and evocative setting is a decidedly problematic system.
Starting with the character creation, the basic system is a wonderfully
elegant thing. You choose three templates: a profession, a descriptor
and a focus using a framework of "[Name] is a(n) [adjective] [noun] who
[verbs]." There are literally hundreds of possible combinations, on the
end closer to one thousand. Unfortunately, this creates a wide variance.
The six characters I created for myself mostly had three to
six separate skills. By comparison, the Knights of the Night were
laboring with characters that on average had two to three skills. I
should also note that it is possible in character creation to get to a
specialized level in one or two skills. I found it especially easy to do
so. However, this is something of a trap. Depending on your chosen
focus it is possible that your character would receive extra training in
that skill later. This sounds good until you realize that skill
training past "specialized" is lost. As such you have to check your
future stat gains to make sure you aren't robbing yourself later in the
game. This is annoying to me. I feel like I'm being punished for being
too efficient in character building.
"Oh, you look, you can
specialize Speed Defense right off the bat but if you do that we're not
going to give you this mid-tier advance here. Well, we'll give it to you
but it won't do anything."
The foci are very beautifully done
for the most part. At least thematically, however there are some
problems here as well. For one thing, there is a lot of variance. You
have foci that are broadly usable such as "Masters Defense" or "Talks
with Machines", but then there are things like "Exists Partially Out of
Phase" the initial levels of which would be very useful in some games
but pointless in others. Unfortunately, a lot of GMs will note that the
phaser can walk through walls and either deem such obstacles pointless,
thus never using them and giving a phaser (or other sort) the chance to
shine; or else fiat an anti-phasing Numenera frequently enough to make
the power pointless. The second is worse than the first because now
you're pretty much rubbing the player's face in the fact they don't get
to use this power they picked. A good GM won't have a problem with this,
but an average to mediocre GM, which are the majority, might.
Then, of course, there's "Howls at the Moon." I think the only way that
got through playtest is because it likely did not receive much play by
the testers. This "power" would represent about 20-40 points of
Disadvantages in a HERO System game. The focus represents a tremendous
loss of agency. There is an increase in physical capability, yes, but
your character never acquires total control over it. At the highest
levels the most control a player has over the ability is, at the highest
levels of character advancement, be able to turn it on and off at will.
This sounds like it should be enough but I then have thoughts of a GM
enforcing the attack anything attitude when a character finishes one
enemy and the nearest other thing is another PC. Sure I'd be able to
change out of monster form but then I'd be naked on a battlefield and
have to run towards the enemy next turn so I could turn back into a
monster again. There is no real usable benefit for the character while
they are in human form. No extra health. No increased healing. Nope the
only power this focus gives you is the ability to excuse being a player
killer. Knights of the Night handled it about as well as I imagine it
could be handled and it still dominated several sessions and at times
seemed to threaten to derail the adventure.
Now we come to the
actual system. Despite my distaste for the d20 curve, I do not
inherently despise all d20 systems. I enjoy M&M as well as d20
Modern/Future especially (I consider it a crime of sheer stupidity that
WotC did not pursue the system they developed in D20 Modern and instead
decided to take a number of good ideas and shove them brutally through
the 4e wood chipper under the impression that it seemed to work for
Fargo. But the misuse of the gems shattered and scattered through 4e is
another rant.). All that said, Numenera is the first d20 system I've
seen that magnifies the weaknesses of the flat curve system.
Instead of applying bonuses to die rolls, Numenera works primarily by
reducing difficulties. Skill training reduces things by one level per
rank of training (trained or specialized) spending effort and the use
assets reduces things further. It sounds as if this is the same thing as
roll bonuses. And to some degree it is, with each reduction in
difficulty being essentially a +3 on the roll. However the overall
probability comes out such that chance is more often a factor than it is
in D&D or other more traditional bonus related d20 systems. The
limits on how many levels of training you get leaves it difficult to
ever eliminate chance the way you can with high bonuses to skills.
On the one hand, this makes it easier to plan encounters and obstacles
because there's less of a chance that any particular difficulty level
will become obsolete the way a DC 10 does in D&D. On the other hand
it feels to the player as if there isn't any growth going on.
The main problem with the system is in the form of its attempt at a
resource management style of play. The awarding and use of certain
points in this system is very similar to what is used in the Fate
system. It is also reminiscent of the way Hero Points can be used in
M&M, Drama Points in Cthulhutech, Energy in Big Eyes, Small Mouth,
Willpower in WW games, Motes/Legend/Blood
Pool/Rage/Quintessence/whatever also in White Wolf games and Action
Points in certain d20 games. The main problem being, of course, that all
of none of these systems use experience points as the metagame resource
while Numenera does.
Before I go further into the use of
experience points as a roll manipulator, lets look at the other resource
in play. The star pools. You have pools for Might, Speed and Intellect.
You use the points from these pools in order to perform actions. This
is all well and good until you look to see how damage is done: which is
by reducing your pools. And if you take more damage than you have pool
you become damaged or disabled or dead. If I remember the levels right.
Yes, just to confirm, every ability is cast from hit points. If you
muster a large amount of resources and effort in an attack that fails to
finish off an enemy you could find yourself seriously injured next
round from what would otherwise have been a small hit. Conversely if you
get hit early on, you won't be able to make the big dramatic efforts.
The rest mechanics helps this very, very minimally. It still remains
that dramatic action is not encouraged by the system while cautious,
wary play is. This may be realistic, but it is not dramatic. Being
unable to match a low hit point status with an all or nothing effort
is..annoying. And it isn't just unwise to do so, the system simply does
not allow for it. You can't perform all or nothing efforts when low on
HP because that HP would fuel the effort.
Back to the
experience point reroll mechanic. First of all there's a paucity of
options. Most other meta-mechanics allow you a number of options to use
with the spent resource: Reroll or bonus to the roll with Hero Points
and Legend, for example. Spending xp in Numenera only allows for one
option. However the one option it allows is the one that is more ruled
by chance: reroll. Also, they could have opted for the M&M style
reroll where 10 is added to any result less than 11, but they didn't.
I'm fairly sure this was done to prevent the characters from absolutely
insuring the success of a particular roll the way you can in Fate, Scion
or BESM (if you're willing to risk unconsciousness). This would be an
understandable design choice if the spent resource were anything OTHER
than Experience Points. If you are spending XP on any particular roll
you should damn well have an assurance of that roll at least squeaking
through a success. Especially in a system that gives out XP sparingly.
I would also like to point out something else about the meta mechanics
of other games. In most other games meta resources come rather quickly.
Fate Points flow like water in a properly run game. Legend and Willpower
in Scion is recovered by giving your actions thematic flare called
"stunting" which itself gives you 1-3 bonus dice based on how cool the
table finds the stunt. (Your recovery of Willpower and Legend is
determined by how many stunt dice you get). Hero Points in M&M
refresh per session and come whenever you do something particularly
heroic or in character. Blood pool recovers by feeding. Energy in BESM
recovers by resting. All of these are easily done so that you refresh
between scenes. XP in Numenera only comes at the end of a session or
when the GM causes something bad to happen, which will likely cause your
party to have to spend more XP than the event rewarded.
My
initial concern was the XP sharing system, where a player gains XP when
the GM decides to do something evil to his character (a mechanic that
sounds exactly like an Aspect compel from Fate). The player gets two XP,
one for himself and one for another player of his or her choice. This
concern did not arise in the KotN podcast though I suspect that's
because they are largely mature players who have been gaming together
for years. I suspect it would be a point of contention with younger,
less well knit groups.
The advancement scheme does not concern
me. That is ripped directly from Savage Worlds and could easily work if
the characters weren't dumping their XP towards surviving. That said,
the advancements themselves DO concern me. While you can increase Edge
and Pools and other such things, the costs of Powers and Tricks as you
level seems to rapidly out pace the growth of your resources. This,
however, is simple conjecture based on the design philosophies that have
become apparent in listening to the KotN podcast. Numenera is built
around a philosophy of restricting character achievement in hopes of
producing a sense of tension. I'd expect that philosophy to continue, so
when I see the costs of powers reaching 3,4,5 and higher use costs
rather quickly, I have to think that the intention is for higher level
powers to be all or nothing gambits. As I have said earlier, the system
does not numerically encourage all or nothing gambits.
The
KotN discussion of skills and a lack of a social interaction method is
also a concern. Given you have intellect points could it not have been
possible to come up with a system of attack and defense that doesn't
result in death in order to simulate lively and vicious debate? Instead
all the discussion is about physical combat. Likewise the system either
defines the skills too much or not enough. It seems as if because they
encourage players to make up their own skills, the developers decided it
wasn't necessary to define what was meant by the couple of dozen
example skills they included. Largely I look at the skill system as
similar to the 4e situation: underdeveloped. Actually, worse. 4e skills
and skill challenges included some innovative concepts. Numenera skills
are a disguised +3 or +6 (depending on trained/specialized level) bonus
to rolls made involving a player decided set of tasks. Also 4e
thoroughly defines what it's skills can and can't do. Likewise Fate,
HERO, BESM and other "make your own" skills systems include well defined
default skills and at least some guidelines in making up your own
skills. Numenera has neither well defined default skills nor guidelines
to creation nor any particularly interesting innovations.
All
in all the system is troubled, extremely so. The main trouble is focused
around the resource management aspect and the fact that the game is set
up by enforcing both cast-from-HP and cast-from-XP. Without that issue,
most of the rest of the system could be dealt with. As it stands the
character creation procedure and the mechanic of the characters rolling
for everything while the GM never rolls are the only features I like.
Currently drivethruRPG shows this PDF as selling at $19.99. At that
price I consider the book to be just barely worth it on setting alone.
However, the normal price is showing to be $60. This game is not worth
paying $60 for. If you like the setting idea so much you can watch
Scrapped Princess (which a reliable friend tells me is almost literally
the same setting) and/or make your own thing up. Heck, as long ago as
ten years ago I had an idea for a world engineered and run by what were
essentially gamer nerds with nanotechnology, genetic engineering,
digital consciousness transfer and little to no morality. But don't buy
Numenera if it goes to its "original price".
Some ways that might work to fix Numenera. Just some outside thoughts, multiple variations.
Skills
are relatively easy, simply make sure that you and your players have a
clear pre-game understanding of what you think a particular skill covers
or doesn't cover.
Allow Effort to be applied retroactively.
This is thematic, since it can represent the last-ditch effort to
achieve a success out of failure.
Use some other points to rather than XP for reroll. Name them whatever, Drama Points, Fate Points whatever.
Give more XP.
Separate
the pools from Health, have mental and physical health be their own
pool rather than cause damage to be taken from the pool that allows
characters to do stuff.
Expand the combat consequences, the
current system is essentially a hacked variation of the Stress and
Consequence system from Fate. Allow more Consequences than the listed
amount. For example having a social combat using the same mechanics and
attacking the character's Health pool could result in someone believing
a lie rather than being dead.
If you insist on spending XP for
the rerolls, weight the reroll in the favor of the character. Roll 2d20
and take the highest, for example. Roll 1d20 and add +10 to any result
less than 11.
Howls at the Moon needs an overhaul. There needs
to be some sort of benefit to it that doesn't involve attacking your
party members.
Oh. Use Mutants and Masterminds, BESM, Fate or HERO systems but set it in the Numenera setting.
A blog by Luke Garrison Green of Thrythlind Books and Games. Here he discusses writing skills, reviews books, discusses roleplaying games and refers to Divine Blood, Bystander and his other books.
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